CServerRemoteAccess::~CServerRemoteAccess
0x00210240 · 287 bytes · __thiscall
_ZN19CServerRemoteAccessD2Ev
Decompiled
undefined (1 param)
/* CServerRemoteAccess::~CServerRemoteAccess() */
void __thiscall CServerRemoteAccess::~CServerRemoteAccess(CServerRemoteAccess *this)
{
int iVar1;
int iVar2;
CUtlMemory<unsigned_char,int> *this_00;
*(undefined ***)this = &PTR__CServerRemoteAccess_002c5328;
if (*(int *)(this + 0x4c) != -1) {
iVar2 = *(int *)(this + 0x38);
if (*(int *)(this + 0x38) != -1) {
do {
iVar1 = iVar2 * 0x1c + *(int *)(this + 0x2c);
*(int *)(iVar1 + 0x14) = iVar2;
iVar2 = *(int *)(iVar1 + 0x18);
} while (*(int *)(iVar1 + 0x18) != -1);
*(undefined4 *)(iVar1 + 0x18) = *(undefined4 *)(this + 0x40);
if (*(int *)(this + 0x38) != -1) {
*(int *)(this + 0x40) = *(int *)(this + 0x38);
}
}
*(undefined4 *)(this + 0x38) = 0xffffffff;
*(undefined4 *)(this + 0x3c) = 0xffffffff;
*(undefined4 *)(this + 0x44) = 0;
}
if (-1 < *(int *)(this + 0x34)) {
if (*(void **)(this + 0x2c) != (void *)0x0) {
free(*(void **)(this + 0x2c));
*(undefined4 *)(this + 0x2c) = 0;
}
*(undefined4 *)(this + 0x30) = 0;
}
if (*(int *)(this + 0x24) != -1) {
iVar2 = *(int *)(this + 0x10);
if (iVar2 != -1) {
while( true ) {
this_00 = (CUtlMemory<unsigned_char,int> *)(iVar2 * 0x44 + *(int *)(this + 4));
iVar1 = *(int *)(this_00 + 0x40);
CUtlMemory<unsigned_char,int>::Purge(this_00);
*(int *)(this_00 + 0x3c) = iVar2;
if (iVar1 == -1) break;
*(int *)(this_00 + 0x40) = iVar1;
iVar2 = iVar1;
}
*(undefined4 *)(this_00 + 0x40) = *(undefined4 *)(this + 0x18);
if (*(int *)(this + 0x10) != -1) {
*(int *)(this + 0x18) = *(int *)(this + 0x10);
}
}
*(undefined4 *)(this + 0x10) = 0xffffffff;
*(undefined4 *)(this + 0x14) = 0xffffffff;
*(undefined4 *)(this + 0x1c) = 0;
}
if (-1 < *(int *)(this + 0xc)) {
if (*(void **)(this + 4) != (void *)0x0) {
free(*(void **)(this + 4));
*(undefined4 *)(this + 4) = 0;
}
*(undefined4 *)(this + 8) = 0;
}
*(undefined ***)this = &PTR__IBaseInterface_002b0110;
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)
Just a Signatures{} block, ready to drop into a gamedata
file. Wire it up in your plugin however you like - SDKCall, DHooks,
raw memory ops, or anything else.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.